update static_on_tic_tiles when we transmute
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js/game.js
22
js/game.js
@ -2455,6 +2455,28 @@ export class Level extends LevelInterface {
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}
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}
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this._do_extra_cooldown(tile);
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this._do_extra_cooldown(tile);
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}
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}
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//update static_on_tic_tiles
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//TODO: if which on_tic happens first ever matters, this will introduce a time travel bug where the order is changed by changing tiles then undoing that. hmm
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if (old_type.on_tic && !new_type.on_tic)
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{
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//search array and remove
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for (let i = 0; i < this.static_on_tic_tiles.length; ++i)
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{
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if (this.static_on_tic_tiles[i] == tile)
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{
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this.static_on_tic_tiles.splice(i, 1);
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break;
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}
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}
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}
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else if (!old_type.on_tic && new_type.on_tic)
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{
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//add to end of array
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this.static_on_tic_tiles.push(tile);
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}
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//TODO: update circuit networks?
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}
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}
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// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
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// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
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